OpenSim Core Bugs

Syndicate content MantisBT - Issues - (rdcdev)
MantisBT - Issues - (rdcdev)
Updated: 7 min 13 sec ago

0008005: Crash on Teleport

Thu, 2016-09-01 16:33
I hope I have the Category right.<br /> <br /> Viewer reports "Internal Error" on teleport.<br /> Console has the following error:<br /> <br /> 2016-08-22 06:01:21,963 ERROR (5) - OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule [ENTITY TRANSFER MODULE]: Exception on teleport of Jeeper Shim from <120.2262, 159.0736, 31.67896>@White Wolf Maze to <102.6484, 105.2672, 21.66783>@White Wolf: Object reference not set to an instance of an object. at OpenSim.Region.ScriptEngine.Shared.Instance.ScriptInstance.Stop(Int32 timeout, Boolean clearEventQueue) in k:\OSGRID\opensim-0.9.0-634-g0f4d54b\OpenSim\Region\ScriptEngine\Shared\Instance\ScriptInstance.cs:line 610<br /> at OpenSim.Region.ScriptEngine.Shared.Instance.ScriptInstance.GetXMLState() in k:\OSGRID\opensim-0.9.0-634-g0f4d54b\OpenSim\Region\ScriptEngine\Shared\Instance\ScriptInstance.cs:line 1253<br /> at OpenSim.Region.ScriptEngine.XEngine.XEngine.GetXMLState(UUID itemID) in k:\OSGRID\opensim-0.9.0-634-g0f4d54b\OpenSim\Region\ScriptEngine\XEngine\XEngine.cs:line 2033<br /> at OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.GetScriptStates(Boolean oldIDs) in k:\OSGRID\opensim-0.9.0-634-g0f4d54b\OpenSim\Region\Framework\Scenes\SceneObjectPartInventory.cs:line 1518<br /> at OpenSim.Region.Framework.Scenes.SceneObjectPartInventory.GetScriptStates() in k:\OSGRID\opensim-0.9.0-634-g0f4d54b\OpenSim\Region\Framework\Scenes\SceneObjectPartInventory.cs:line 1491<br /> at OpenSim.Region.Framework.Scenes.SceneObjectGroup.GetStateSnapshot() in k:\OSGRID\opensim-0.9.0-634-g0f4d54b\OpenSim\Region\Framework\Scenes\SceneObjectGroup.Inventory.cs:line 316<br /> at OpenSim.Region.CoreModules.Avatar.Attachments.AttachmentsModule.CopyAttachments(IScenePresence sp, AgentData ad) in k:\OSGRID\opensim-0.9.0-634-g0f4d54b\OpenSim\Region\CoreModules\Avatar\Attachments\AttachmentsModule.cs:line 246<br /> at OpenSim.Region.Framework.Scenes.ScenePresence.CopyTo(AgentData cAgent, Boolean isCrossUpdate) in k:\OSGRID\opensim-0.9.0-634-g0f4d54b\OpenSim\Region\Framework\Scenes\ScenePresence.cs:line 4542<br /> at OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.TransferAgent_V2(ScenePresence sp, AgentCircuitData agentCircuit, GridRegion reg, GridRegion finalDestination, IPEndPoint endPoint, UInt32 teleportFlags, Boolean OutSideViewRange, EntityTransferContext ctx, String& reason) in k:\OSGRID\opensim-0.9.0-634-g0f4d54b\OpenSim\Region\CoreModules\Framework\EntityTransfer\EntityTransferModule.cs:line 1143<br /> at OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.DoTeleportInternal(ScenePresence sp, GridRegion reg, GridRegion finalDestination, Vector3 position, Vector3 lookAt, UInt32 teleportFlags) in k:\OSGRID\opensim-0.9.0-634-g0f4d54b\OpenSim\Region\CoreModules\Framework\EntityTransfer\EntityTransferModule.cs:line 830<br /> at OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.TeleportAgentToDifferentRegion(ScenePresence sp, UInt64 regionHandle, Vector3 position, Vector3 lookAt, UInt32 teleportFlags, GridRegion& finalDestination) in k:\OSGRID\opensim-0.9.0-634-g0f4d54b\OpenSim\Region\CoreModules\Framework\EntityTransfer\EntityTransferModule.cs:line 553<br /> at OpenSim.Region.CoreModules.Framework.EntityTransfer.EntityTransferModule.Teleport(ScenePresence sp, UInt64 regionHandle, Vector3 position, Vector3 lookAt, UInt32 teleportFlags) in k:\OSGRID\opensim-0.9.0-634-g0f4d54b\OpenSim\Region\CoreModules\Framework\EntityTransfer\EntityTransferModule.cs:line 408
Categories: OpenSim Bugs

0008012: Implement Mouse Look Steering in vehicles

Thu, 2016-09-01 13:56
Pulling from Halcyon to get this functionality.
Categories: OpenSim Bugs

0008002: Enhancing the Cinder's offer for creating user with optional string model in robust console

Thu, 2016-09-01 13:55
There has been attached the patch, accordingly to suggestion,<br /> <br /> that enhances the Cinder's offer:<br /> <br /> <a href="http://opensimulator.org/mantis/view.php?id=7981">http://opensimulator.org/mantis/view.php?id=7981</a> [<a href="http://opensimulator.org/mantis/view.php?id=7981" target="_blank">^</a>]<br /> <br /> in case of user's creation with string model name in robust console.
Categories: OpenSim Bugs

0008013: The attached object from avatar's inventory does not inherit avatar's group = is not set to avatar's group

Thu, 2016-09-01 13:31
I. Please activate any of your groups and next wear any of objects from inventory<br /> <br /> of your avatar.<br /> <br /> II. Edit this worn object = attachment and observe, that object's group is set<br /> <br /> to "none".<br /> <br /> Attachment's group should be absolutely the same as the activated group of avatar.
Categories: OpenSim Bugs

0008014: Object still exists in inventory after relog, even it has been dropped on the ground.

Tue, 2016-08-30 05:08
I. Create object and give it some name: "DropTest"<br /> <br /> II. Take it to your inventory<br /> <br /> III. Wear it and drop it to the ground.<br /> <br /> IV. Observe that object has disappeared from the inventory and is seen on the ground.<br /> <br /> V. Relog<br /> <br /> VI. After relog, open your inventory and you can see "DropTest" in your inventory. Certainly, first item still exists on the ground too.<br /> <br /> Using this exploit, one can easily copy non-copyable items.
Categories: OpenSim Bugs

0008006: Attach Event triggers twice for the first script in a prim with multple scripts

Mon, 2016-08-29 16:49
If you have a prim attachment that contains multiple scripts, the attach event triggers twice in the (alphabetically?) first script.
Categories: OpenSim Bugs

0008007: Defaults in osslenable.ini are not in line with threat levels for functions-- recommended tweaks

Sun, 2016-08-28 17:17
There are several functions with a threat level of None or VeryLow which are currently being restricted from all besides the estate owner and estate manager. They are useful functions that I believe should be set to TRUE so they are available for anyone to use by default.<br /> <br /> osGetAgents<br /> osGetAvatarList<br /> osTeleportOwner<br /> osInviteToGroup<br /> osSetDynamicTextureData<br /> osSetDynamicTextureDataBlend<br /> osSetDynamicTextureDataBlendFace<br /> osSetDynamicTextureURL<br /> osSetDynamicTextureURLBlend<br /> osSetDynamicTextureURLBlendFace<br /> osAvatarName2Key<br /> <br /> I have scripted object on various grids that make sure of these functions, which has not been an issue in the past. However, when a grid implements a more recent version of opensim (as Virtual Highway did recently), it prevents these functions from running. (Yes, I do have a vested interest in this; however I think it's a change that will benefit everyone)
Categories: OpenSim Bugs

0007931: osTeleportAgent ignores any supplied rotation value

Sun, 2016-08-28 14:00
According to the Opensim documentation, the osTeleportAgent function takes a vector location and vector "look at" rotation for the teleport. Upon testing, it appears to completely ignore the rotation value and uses whatever direction the avatar was facing prior to the teleport instead.
Categories: OpenSim Bugs

0008008: collision_start Only works on the root prim not children

Sun, 2016-08-28 07:52
collision_start only activates when hitting the root prim of a linked build instead of activating when hitting the entire linked build like normal
Categories: OpenSim Bugs

0008009: BulletSim doesn't work reliably for bullets

Sat, 2016-08-27 00:36
I asked Robert Adams this question at the developers meeting once, and his answer was “make your bullets longer”. But I thought I would submit this anyway to get it into the system.<br /> <br /> When a small object collides with a larger one, the small one has a large probability of passing through the larger one without generating any collision events in either object. This makes weapons fail to work, since many of the bullets miss by tunneling through what you are trying to shoot.<br /> <br /> For example, if I fire a 10cm sphere at 30m/s towards a 4x0.5x4 meter box (broadside), the cannonball will pass through the thin wall often without generating any collision events. At some distances and angles it fails every time, so move the gun around and turn it to different angles until it starts failing. If you make the target box 4x4x4 meters, then the cannonball will only occasionally pass through without a collision.<br /> <br /> Following Robert's advice, I changed my cannonball into a rod and firing it in the long direction. When I got to a 2x0.1x0.1 meter rod moving at 30m/s, the probability of passing through a 0.5 meter wall without colliding appears to finally be 0. But I feel like a caveman throwing spears at everything. OK, I can make a visible cannonball with an invisible spear linked to it. However, this will strike early or bounce funny depending on the relative positions of the ball and rod.<br /> <br /> I once took apart a gun in SL and noticed that the bullet was a long, thin, stretched, squashed, sliced and diced torus. I assume the reason for this strange object was to increase the probability of it hitting things by making the physics model of the bullet very complicated. I don't think current versions of Havoc still requires this kind of craziness any more. I tested a 10cm cannonball at 30m/s at a 0.5m thick wall in InWorldz using PhysX and in OpenSim 0.9 with ODE. In both of those physics engines the cannonball collides 100% of the time. Caveman spears are not necessary with PhysX or ODE, only with BulletSim.
Categories: OpenSim Bugs

0007615: Landing point does not work in Var Regions. Teleport in always lands at 128,128, 25 and ignores the set landing point.

Wed, 2016-08-24 21:02
Landing point does not work in Var Regions. Teleport in always lands at 128,128, 25 and ignores the set landing point.<br /> <br /> It is impossible to change the point at which an AV land when teleporting in no matter what the landing point is set to in About Land.<br /> <br /> This has not worked as long as I can remember, so I cannot say when it stopped working, or if it ever did. This seems to work correctly when teleporting into a normal (non-var) sim.
Categories: OpenSim Bugs

0007670: [RADMIN] admin_create_user is broken

Tue, 2016-08-23 17:32
With OpenSim v0.8.1.1, radmin command "admin_create_user" return this error :<br /> <br /> 11:21:20 - [RADMIN]: Method admin_create_user failed. Exception failed to creat<br /> e new user Ruth OpenSim à OpenSim.ApplicationPlugins.RemoteController.RemoteAd<br /> minPlugin.XmlRpcCreateUserMethod(XmlRpcRequest request, XmlRpcResponse response,<br /> IPEndPoint remoteClient) dans k:\OSGRID\opensim-43c8e23\OpenSim\ApplicationPlug<br /> ins\RemoteController\RemoteAdminPlugin.cs:ligne 1054<br /> à OpenSim.ApplicationPlugins.RemoteController.RemoteAdminPlugin.InvokeXmlRpcM<br /> ethod(XmlRpcRequest request, IPEndPoint remoteClient, Action`3 method) dans k:\O<br /> SGRID\opensim-43c8e23\OpenSim\ApplicationPlugins\RemoteController\RemoteAdminPlu<br /> gin.cs:ligne 231
Categories: OpenSim Bugs

0007999: LlSetLinkTextureFast not implemented

Sun, 2016-08-21 22:47
LlSetLinkTextureFast not implemented
Categories: OpenSim Bugs

0008001: BMP

Sat, 2016-08-20 23:20
BMP class should save file streams as bmp not png.
Categories: OpenSim Bugs